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/roblox-characters

Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools, accessories, ownership, and custom characters. Use when character scripts break after

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awesome-gamedev-agent-skills
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Install
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/roblox-characters

Context preview

The summary Claude sees to decide when to auto-load this skill.

Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools, accessories, ownership, and custom characters. Use when character scripts break after

SKILL.md

roblox-characters.SKILL.md
name: roblox-characters
description: >
  Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving,
  Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death,
  tools, accessories, ownership, and custom characters. Use when character scripts break after
  respawn, cache stale Humanoids, control movement or velocity, load AnimationTracks, handle death,
  equip Tools, modify avatars, or support custom player rigs.

Roblox characters

Treat a `Player` as the durable identity and each `Character` as a replaceable session with its own references, connections, animation tracks, and cleanup. Targets Roblox's rolling platform APIs.

When to use

  • Use for player-character lifecycle, Humanoid state/movement, rigs, animations, tools,

accessories, custom characters, death, or respawn defects.

  • Use whenever code stores a Character/Humanoid/root reference longer than one spawn.

**When not to use:** general physics queries and constraints belong to `roblox-physics`; remote trust belongs to `roblox-networking`; camera logic belongs to `camera-systems`.

Workflow

1. **Inspect the character contract.** Check avatar settings, `StarterCharacter`, `StarterCharacterScripts`, `CharacterAutoLoads`, R6/R15 support, existing Animate/controller scripts, tools, tags, collision groups, and server/client ownership. 2. **Separate scopes.** Player-scope state survives respawn; character-scope state does not. Put character connections/tracks/resources in one cleanup scope and destroy it on removal. 3. **Bind existing and future characters.** Connect `CharacterAdded`, then bind `player.Character` if present. Do not assume event subscription alone sees a character that already spawned. 4. **Resolve required components defensively.** Wait with a timeout where replication warrants it; validate `Humanoid`, root, `Animator`, and rig assumptions. Abort if that character is no longer current before applying delayed work. 5. **Choose movement ownership.** Use Humanoid movement for standard avatars; use `AssemblyLinearVelocity`, `BasePart:ApplyImpulse()`, or a `LinearVelocity`/`AlignPosition` constraint only for mechanics that need physical control. Keep gameplay authority and network ownership implications explicit. 6. **Own animation lifecycle.** Load via the rig's `Animator`; store tracks/connections; use named markers for gameplay timing only with server validation; stop/disconnect on character cleanup. 7. **Verify lifecycle stress.** Spawn, die, reset, rapid-respawn, swap rig if supported, equip/drop tools, leave during setup, and run with at least two players when character interactions matter.

Pattern: replaceable character scope

local Players = game:GetService("Players")
local player = Players.LocalPlayer
local generation = 0
local connections: {RBXScriptConnection} = {}
local currentCharacter: Model? = nil

local function clearCharacter()
    generation += 1
    for _, connection in connections do connection:Disconnect() end
    table.clear(connections)
    currentCharacter = nil
end

local function bindCharacter(character: Model)
    -- Guard BEFORE teardown. A stale invocation (see the CharacterAdded/defer race below) must not
    -- clear a binding that is already current, or nothing ends up bound at all.
    if player.Character ~= character then return end
    clearCharacter()
    currentCharacter = character
    local thisGeneration = generation
    local humanoid = character:WaitForChild("Humanoid", 10)
    local root = character:WaitForChild("HumanoidRootPart", 10)
    -- Re-check after the yields: a respawn during WaitForChild bumps generation and makes this call stale.
    if not humanoid or not root or generation ~= thisGeneration then return end

    table.insert(connections, humanoid.Died:Connect(function()
        if generation ~= thisGeneration then return end
        setCharacterUiEnabled(false)
    end))
    attachCurrentCharacterSystems(character, humanoid, root)
end

player.CharacterRemoving:Connect(function(character)
    if currentCharacter == character then clearCharacter() end
end)
player.CharacterAdded:Connect(bindCharacter)
if player.Character then task.defer(bindCharacter, player.Character) end

Use the project's cleanup utility when one exists; do not introduce a new framework for three connections. Server systems repeat this binding per `Player` and clear player-scope tables on `PlayerRemoving`.

Pattern: animation through Animator and markers

local animation = Instance.new("Animation")
animation.AnimationId = "rbxassetid://1234567890"
local track = animator:LoadAnimation(animation)
local markerConnection = track:GetMarkerReachedSignal("Commit"):Connect(function(parameter)
    playLocalSwingEffect(parameter) -- presentation; server still validates any hit
end)

track:Play(0.1)
-- On character teardown:
markerConnection:Disconnect()
track:Stop(0.1)
animation:Destroy()

For rigs without a `Humanoid`, use an `AnimationController` with an `Animator`. Do not use the deprecated convenience path as a substitute for owning the actual Animator and track lifecycle.

Movement and rig rules

  • Do not hardcode R15 limb names if R6 is supported. Prefer attachments, tags, or a rig-type

adapter; branch on `Humanoid.RigType` only where topology materially differs.

  • `HumanoidRootPart` is the usual character assembly root, not a universal guarantee for every

custom model. Define the custom rig contract and validate it at spawn.

  • Prefer `Humanoid:Move()`/standard controls for ordinary avatar locomotion. Directly changing

`AssemblyLinearVelocity` is an instantaneous physical action; use forces/constraints or impulses when continuous or instantaneous physics is the real intent.

  • Never grant damage or movement authority because a client owns its character physics. Validate

cross-player consequences on the server.

  • Tools move between Backpack and C
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